FAQ/Walkthrough by oldschool312

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    FAQ/Walkthrough by oldschool312

    Version: 0.95 | Updated: 11/09/15 | Search Guide | Bookmark Guide

    Introduction

    Disney Infinity is a game that bridges the gap between older and younger gamers. The focus of this guide is to do the same. If you are a seasoned gamer looking for the last collectible you can find it here. If you are new to gaming and need help moving through a level you can find it here. If you are a parent trying to find information to help your child move through the game you can find it here. The game is fun for players of all ages. There is enough for seasoned gamers to make it interesting but its not so complex that a new player can't jump in and enjoy themselves. My six year old and I have lots of fun playing this game together.

    Version History

    • Version 0.80
      • Submitted
      • Walkthrough complete for Inside Out, Rise Against the Empire, Twilight of the Republic play sets
      • Character section started
      • Trophies Listed
      • Feats Listed
      • All Holocrons listed
      • Mynocks Listed (I've collected them all but somehow missed a couple descriptions)
      • All Champion Coins Listed
      • Working through describing a few remaining Manual Pages and Idea Bulbs for Inside Out Playset
      • Sidekick Section initiated
      • Toy Box Hub Section complete
    • Version 0.90
      • Added Toy Box Takeover
      • Began Toy Box Speedway section
      • Sidekick section near complete
      • Still need to add some Inside Out Collectibles
    • Verision 0.95
      • Finished the Inside Out Collectibles
      • Updated Characters
      • Updated Sidekicks

    FAQs

    • Q: What is a Play Set?
      • A: Think of a Play Set as a game inside Disney Infinity. A Play Set will have missions/objectives for your character to achieve. It could be fighting enemies, defeating a boss, collecting items etc. A Play Set will be where you go to play the game the developers created. It is the story mode of the game.
    • How do I begin game play in a Play Set?
      • A: Once the game has loaded, place one of the Play Set game pieces on the hexagon on the game pad. A character that is associated with that Play Set should also be placed on the circular portion of the game pad. From this point just select to start the Play Set in the menus.
    • Q: Can I play my Disney Infinity 1.0 or 2.0 Play Sets on this version?
      • A: No, The Play Sets are not compatible between versions. In order to play the Avengers Play Set you have to own Disney Infinity 2.0 and be load that version on your console.
    • Q: There are all kinds of characters, do I need to buy them all?
      • A: No, In order to participate in a Play Set you only need one character associated with that Play Set. For Example: To enter and play through the Inside Out Play Set you will have to use Joy, Anger, Fear, Disgust or Sadness but you do not have to have them all. When purchasing a Play Set you will also receive characters that can be used during that game play.
    • Q: I have lots of figures from versions 1.0 and 2.0. Are they useless now?
      • A: No. All the characters from the previous versions can be used in the Toy Box and Toy Box Takeover modes.

    Inside Out Play Set

    Joy, Disgust, Sadness, Anger, and Fear are the characters available in the Inside Out Play Set. A specific character is not needed to complete a level. There is not a need to have each character. Every level can be completed with the characters that come with the play set (Joy or Anger). The guide was written based off of playing through each level with Joy. The characters do provide slightly different game play experiences. They each have different abilities that can assist in moving through a world but each special ability is not needed for completion of a level. There are instances where a character's special ability is needed to acquire a collectible. In these instances there is usually a Disguise station nearby to help out.

    This is a platforming play set. The goal of each level will be to reach the end point of the level. There will be an occasional enemy to fight or memory ball to collect but jumping and climbing are the main theme of this play set. Each level will have a target time and number of balloons to collect. The target time for each level is 7 minutes. The number of balloons to collect is all of them. For best results its better to perform each individually. Run through trying to be as fast as you can then run through and try to collect all of the balloons. Attempting both will likely lead to failure for both. The levels can be completed without doing either objective. They are just fun goals for the in game leaderboards/bragging rights. They will also provide stars for feats.

    The descriptions of the levels found below will be to guide you to completion, not for fast times or all balloon collections. The videos that accompany each level will show how to complete the level and provide the location of the collectibles. It is not intended to be a guide to collect all the balloons.

    Inside Out Tips

    • If you do not have any levels left to play then its time to play the Memory Matrix mini-game. At certain points you will have to achieve a goal score to unlock more levels.
    • If you see an Idea Bulb you can not get take note of its color. This can provide a clue as to the character needed to get the bulb. For example if a green bulb is high above some clouds then you probably need Disgust to use her special ability to leap high off of clouds.
    • Full balloon collection on a level does require the green bonus boxes to be destroyed and the green balloons that appear be collected
    • A balloons can be collected by passing through it or throwing an orb to bust it. Some of them are easier to get by throwing.
    • All the levels can be played with two players co-operatively. At the end each player is given a score based on checkpoints and balloon collection. It can enhance the experience to play with friends and family.
    • Once a level is complete you can replay it as many times as you like. After completion go back to get the collectibles missed, improve your time, grab the balloons, or try a different character.
    • Grabbing an Idea Bulb is not enough to collect it. From the point you get the bulb until the end of the level you can not die. Losing all of your health will void the collection of the Idea Bulb. From that point you will have to back track to grab the bulb again or replay the level.
    • A specific character is not needed to complete any level. All the characters are capable of beating a level. If a specific character's ability is needed then a Disguise station will be nearby.
    • At times you will have to deliver Mind Workers to a work station. You can not jump when carrying a Mind Worker.
    • You can jump while carrying a Memory though.

    Inside Out Walkthrough

    Into the Mind's I

    • Description: Find the entrance to Imagination Land
    • Target Time: 7:00
    • Collectibles: Manual Pages (5)
      • After checkpoint 1 do not climb up to the green bonus box, instead at the top of the pillar drop and collect the page
      • At the second checkpoint use the buttons to spring into the air look to the left side after the third button jump
      • After the second checkpoint destroy the peppermint discs to reveal button-springs. At the top of the column on the left you will find the page on a balcony.
      • On an Oreo above checkpoint 5. Destroy the peppermint disc to reveal a button that will spring you to the oreo platforms. The page is on the back left cookie.
      • At checkpoint 6 when you reach the platform that leads to the yellow bridge that will allow you get the memory for the last memory machine there are several cards that are thrown onto the wall on the left side of the screen. Use the cards at the end of the path as platforms to reach the manual page
    • All Balloons Collected: 400
    • Optimal Character: None

    Head up the puzzle piece floor. Moving around the ground below will begin to shake. Jump up the platforms to the cardboard bridge. We find a yellow slide with a large Pixar Ball rolling down it. Wait for the ball to pass then get on the yellow slide. Stay to the left side of the slide and pause in wide spot. Once another ball rolls by quickly move to the end of the slide and exit it to the right. As we begin to cross the next bridge it starts to fall. Once the bridge is down, jump on the yellow pillow to reach the first of seven CHECKPOINTs. Jump up and grab the ledge. Pull up to the flower pots. Use the ledges on the next wall to reach a pink platform. The wall at the back of the platform has several grapple points. Reach the top and we get a message that we have found a bonus box. Smash the green box and green balloons with a timer appear. Collect as many of the green balloons within the allotted time to improve your ending score.

    Move to the back and cross the rainbow bridge. The multi colored flower petal floor will light up when you move from petal to petal. On the wall behind the blue-green petal is a target. Press R2 to throw a memory at the target. If you connect a bridge to the right will extend. Cross the bridge to reach CHECKPOINT 2. The button on the ground will act as a spring launching your character high into the air. Use the buttons to reach the top of the pillar. When you near the top there will be a peppermint disc on the ground. Stand on it and perform a ground pound move (jump and hold Triangle). This destroys the peppermint disc revealing a spring button. Destroy a second disk to reach a target. Toss a memory at the target and a rainbow bridge in the distance extends. Quickly cross the bridge to reach CHECKPOINT 3.

    Jump across the Oreos. The last two will be destroyed so jump onto the solid ground from the 2nd Oreo. Move up the ramp and jump over the gap in the path with a double jump. A double jump is performed by first jumping then while in the air tapping X again. This will allow your character to travel greater distances. Continue up the ramp as pieces of the ground begin to fall away. Don't worry, the main path will remain. At the top we find our first memory. Pick up the glowing orb and deliver it to the memory machine. We have also arrived at CHECKPOINT 4. Jump across the rocking flip flops. The next stable platform houses CHECKPOINT 5.

    Move down the green slide to find the next memory machine. The memory that needs delivered is on the Oreos on the right side. Once the memory is delivered the barrier ahead dissipates. Cross the rotating curved platforms to reach CHECKPOINT 6. Be careful on the rotating platforms because there will be gaps. The rings are not continuous. Move up the ramp to the right and cross the opening/closing yellow bridge. Hit the target on the back wall and some beams will lower. Use those beams to rise up to another set that will allow you to move to the left and reach a platform. Move down this platform toward the front of the screen. Cross another yellow opening/closing bridge and reach a high platform with our next memory. Pick it up and drop below to deliver it into the memory machine. A rocket blasts into the air. Use the elevator platforms to reach the top. We get a small cut scene that shows the rocket crashing. CHECKPOINT 7 is on the right side. This is the completion point of the map. Once you stand on this platform your score is revealed and the level is over.

    Brain Power, Phase 1

    • Description: Find the power source for the Memory Matrix
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • At the top of the elevator that rotates around with the multiple glowing platforms.
        • High above the rising platform just before the 2nd target that rotates a wheel for continued passage
        • Use the rotating wheels after placing the first memory into a memory machine to reach a high platform
        • Platform just after encountering the first pie cannon
        • After 2nd checkpoint its on a platform above ground level
      • Idea Bulb (1)
        • After checkpoint 2 we find the only way to proceed is to drop into a gap in the floor. To the left we see lava on the floor. Use Anger to cross the lava and grab the Idea Bulb.
    • All Balloons Collected: 250
    • Optimal Character: Anger - only because he is needed for the Idea Bulb

    This level is a side scrolling level. Move to the right until you reach a target. Press R2 to hit it with a memory and the wheel with a portion mission will rotate allowing you to pass. Continue to the wooden bridge and jump over the glowing blocks. Use the rotating elevator with the glowing platforms to reach the bottom level. Continue by the hopping orange balloons and arrive at a rising platform with yellow trim. Hit the target to rotate the wheel and arrive at CHECKPOINT 1. Just ahead we find a memory machine. In front of the machine is a spring button that will elevate you to the memory. Once the memory is in place the wheel will rotate allowing you to pass. Ahead there is a cannon that fires single pies. If hit by a pie your character will be knocked down and have their health reduced. They come slow and infrequent enough to avoid easily by jumping over them. After another pie cannon we come to a yellow sliding floor. After the sliding floor we see more blocks that slide back and forth. The goal this time is to wait for the blocks to slide out of the way then use them to climb higher in the level. At the top watch for a pie cannon. On the other side of this pie cannon we find the next memory on a platform high in the air. Hit the target to cause a platform to rise that will provide a good jumping point to reach the memory.

    Placing the memory will rotate a wheel allowing us to arrive at CHECKPOINT 2. The path will end in a dead end except for a gap in the floor. We must drop down through the gap to continue. At the bottom their will be lava on the floor to the left (the Idea Bulb is that way). Hit the target to rotate a wheel and move to the right. Use the glowing elevators to reach a higher platform. Here we find a series of three yellow platforms that will rise and fall. Use the boards to reach CHECKPOINT 3. An easily avoidable pie cannon is ahead. After passing under the pie cannon jump up to the platform above. Spring up to grab the memory and into the opening of the spinning wheel. Once the memory is delivered a column will rise. Ride this column to CHECKPOINT 4 to end the level.

    Brain Power, Phase 2

    • Description: Find the power source for the Memory Matrix
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Below the first conveyor belt you find. Pass over the conveyor belt then drop below to the pie cannon move to the left and hit the target to create a bridge. Use the platforms to arrive at the page beside a worker.
        • Just after checkpoint 1 use a rising column activated by a hitting a target to reach a memory. The page is a jump away from the platform with the memory
        • After placing the first memory stay on the ground level and defeat 2 broccoli
        • Just before checkpoint 2
        • Platform above just after checkpoint 3, this platform also has a memory ball sitting on it
      • Idea Bulb (1)
        • A high platform before arriving at the first abandoned work station. Use the rising/lowering yellow platform to reach it
    • All Balloons Collected: 300
    • Optimal Character: None

    Move to the right and climb the straw. Use the elevator to rise to a conveyor belt. Leap over the glowing blocks to move forward. When off the conveyor belt we find a yellow block moving up and down. Drop onto it and drop down again. A pie cannon will be firing across another conveyor belt. Jump over the blocks timing your leaps to avoid a pie in the face. On the other side of the cannon take the high path on to a moving pink bridge. Jump onto the M block. Drop below and pass under a downward shooting pie cannon. Use the yellow grips in the wall to climb up a level. A spring button will shoot you into the air. Land on the platform and fire at the target. A wheel will spin below. Pass through the wheel to reach CHECKPOINT 1. Drop below and stand on the green platform. Hit the target and the column will rise providing access to the memory. Drop down to the memory machine below and the wheel ahead will rotate.

    After the wheel we encounter our first enemy. A large piece of broccoli. The are susceptible to our memory ball ranged attacks. Hit him a few times and he won't be a problem. Ahead we find our first abandoned worker's station. The worker is just above. Use the platforms to reach the worker and pick him up. Drop below and place the worker at their station. This causes a set of platforms on the wall to act as an elevator. Use the yellow grips ahead to reach a spring button. At the top fight off a broccoli attack and continue forward. Drop down onto a yellow platform and continue forward to arrive at CHECKPOINT 2. The spring button will lift you up to the yellow rising platform. Jump to the right to a second yellow rising platform. Now turn around and jump over the first rising yellow platform to land on a yellow platform that is moving side to side. From this point you will begin to see some pies coming your way. Avoid contact with the pies and use the yellow platforms to move up onto a pink sliding bridge.

    Continue to the right and fight off a broccoli. We find a memory on the ground but the path ahead is blocked by a column. Hit the target then pick up the memory. The column will lower once the target is hit. Move over the column and place the memory in the machine. This is CHECKPOINT 3. Avoid the pies to reach a spring button. This places you on series of platforms that will allow you to move higher and grab a memory ball. Return to the spring button to deliver the memory into the machine. CHECKPOINT 4 (the last one) is accessible once the memory is delivered.

    Brain Power, Phase 3

    • Description: Turn on the power source for the Memory Matrix
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Jump across the gap between two platforms to the right of the disguise machine before crossing the lava.
        • On a lava platform on the left side of the lava pit after passing by the first disguise machine
        • Disguised as Disgust jump high above the clouds on the left side after learning of her abilities
        • Disguised as Sadness ride the clouds around to some cardboard circular platforms. Use these to reach an oreo that has the page
        • Below the Oreos at the Disguise Station where we learn about Joy's special ability
      • Idea Bulb (1)
        • Between checkpoint 5 and 6 we can disguise as fear and use some wooden platforms to move up and over a lava pit. At the top of the platforms there will be an Idea Bulb.
    • All Balloons Collected: 300
    • Optimal Character: None

    Cross the rainbow bridge and defeat 2 broccoli. Move up the yellow slide and take out another broccoli. Work around the top to a pink ramp. We find a new tool to use during the levels, a disguise machine. This will allow us to temporarily change to another character (even if you don't own the character piece) to move through a point in the level. Each of the characters has a special ability inside the play set. Anger for instance has the ability to walk across lava without being damaged. Walk up to the disguise machine and press Square. Switch to an Anger costume (unless you are currently using Anger) and cross the lava pit. CHECKPOINT 1. Fight a couple more broccoli and a cut scene shows us the next disguise machine. CHECKPOINT 2. Jump on the clouds to reach the machine. Be careful though because the clouds will most likely dissolve when you stand on them (unless you are Sadness). Use the disguise machine to switch to Disgust. Her ability is that she can jump the highest coming off of a cloud. At the top we arrive at CHECKPOINT 3.

    We find another disguise machine. This time we learn that Sadness can stand on clouds without them fading away. Disguise your character as Sadness and use this ability to ride a cloud across the large gap on to the platforms in the distance. Jump onto the top of the pop can an look for the large bull roaming around the flowers. This is a new enemy. He will charge. Simply avoid him and climb up the pencil grips on the wall. CHECKPOINT 4. There is a memory machine in the center and a disguise station at the back left. Fear knows how to flee to safety. He is a really fast runner. The bridge ahead does not look very sturdy. Use the disguise machine to switch your appearance to Fear and run across the bridge. Take the yellow ramp up to the memory ball and collect it. Run immediately back across the bridge and deliver the memory into the memory machine. The area behind the disguise station appears.

    Bust the peppermint disc to be lifted up to the higher platform. Use a couple more spring buttons to reach the next disguise station. Joy has the ability to glide through the air after a jump by holding the X button. Switch to the Joy disguise. Glide across the gaps to each of the two oreos then to the platform holding CHECKPOINT 5. Go up the rainbow ramp and be prepared to fight off two broccoli. Use the disguise station to switch to Sadness and ride the cloud elevator to the top. Collect the memory and drop back down to the disguise station. From here we can disguise as Anger run across the lava. Place the memory in the machine. Use a ranged attack (R2) on the button to activate a rainbow bridge. CHECKPOINT 6. Walk across the bridge without falling off to reach the end CHECKPOINT 7.

    Cloudy Daze, Phase 1

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • To the right of the first enemy use some tree branch looking platforms to reach it
        • In the lava pit right before checkpoint 4
        • To the left of the worker not at their station at checkpoint 5
        • Along the red spring buttons that allow you to move from checkpoint 6 to checkpoint 7
        • On a cloud to the left just before the final checkpoint (9)
      • Idea Bulb (1)
        • Use Disgust on the cloud elevator between checkpoint 1 and 2. At the top of the elevator will be the bulb
    • All Balloons Collected: 300
    • Optimal Character: Sadness due to lots of cloud platforming (Disgust is needed for the Idea Bulb but there is a disguise station)

    Take the puzzle piece path to the roof of the house of cards. Use the spring button to reach the higher platform but be sure to avoid the bull. Jump up the green hedges and cross the cloud bridge quickly. The bridge will dissipate if you are any character other than Sadness. Avoid the next bull and arrive at CHECKPOINT 1. Use the tree branch platforms to reach the next platform. The tree brach platforms will lower when you land on one. Quickly jump to the next. The area below the tree branches has nothing of interest other than balloons. If you fall there are spring buttons that will bring you back to the checkpoint. Use the cloud elevator to raise to CHECKPOINT 2. Avoid the bull and use the moving cloud bridge to reach CHECKPOINT 3. There is a cloud walk way elevated over a lava pit. To the right side is a disguise station. You can run to the next checkpoint safely with any character across the clouds you just have to keep moving. If you want to use the disguise station take the cloud path that veers to the right. The other side of the lava pit houses CHECKPOINT 4. Use the tree branch platforms to reach CHECKPOINT 5. Here we find a non-operational cloud elevator. The worker is being circled by a bull on the left. Allow the bull to see you then dodge roll out of its path so that it falls off the edge of the platform. Pick up the worker and place them at their station. The cloud elevator is now operational. If you are a character other than Sadness be sure to jump from cloud to cloud so you don't fall back to the ground. At CHECKPOINT 6 use the horizontally moving cloud platforms to reach more stable ground in the distance. Make the bull fall of the platform then use the series of red spring buttons to reach higher ground and CHECKPOINT 7. Use the red spring button to reach the tree branch platform. Take the cloud bridge across to the left side and pick up the memory. When picking up the memory we activate CHECKPOINT 8. Wait for the clouds to reappear (if necessary) and use them to reach the platform with the memory machine. Deliver the memory. Cross the cloud bridge and arrive at the end, CHECKPOINT 9.

    Cloudy Daze, Phase 2

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • At checkpoint 2 use a character that can dissipate the clouds (anyone but Sadness). Once you drop to the page move forward to avoid falling into the emptiness below.
        • Just before arriving at checkpoint 4
        • Let the three bouncy blocks jump into the air after checkpoint 4, run under them to grab the page
        • On the ground before checkpoint 5 beside a disguise station
        • Use the rotating platforms above and to the left of checkpoint 8
      • Idea Bulb (1)
        • Dissolve the rising clouds just before checkpoint 6
    • All Balloons Collected: 150
    • Optimal Character: Any one but Sadness we need to dissolve some of the clouds to move through the level and acquire collectibles. Anger is a good choice to get the Idea Bulb because he seems to dissolve the clouds fast.

    This one is a side scroller. Move forward and use the clouds platforms to reach CHECKPOINT 1. Jump on one of the platforms on the wheel and toss an orb at the target in the center. The wheel will rotate clockwise lifting you up to reach the next level. At CHECKPOINT 2, we see a steady stream of clouds intertwining and moving in opposite directions. Run across the clouds so they don't dissolve under you. The other side we see a memory machine. Upon arrival at the memory machine we have to dissipate some of the clouds. Any character but Sadness will cause the clouds to disappear. Fall to the level below and grab the memory. Follow the path back up to the machine and deliver the memory. CHECKPOINT 3 is just ahead. Use the spring button to get onto one of the platforms on the wheel. Hit the target on the wheel and it will rotate counter clockwise. This allows you to reach the clouds and jump over to the 2nd wheel and arrive at CHECKPOINT 4. Jump across the bouncy blocks and use the next set to reach the balcony of the castle. A set of vertically rising platforms will guide you to a set of horizontally rotating platforms. There is a well lit gear on the on the conveyor belt that rotates the platform. When a platform reaches this gear it will collapse. This can be beneficial in reaching the balloons below. To progress in the level jump over the gear before the platform drops to reach the platform that just passed through the gear. On the other side we reach CHECKPOINT 5. Go over a jumping block. Now run under two more jumping blocks. Don't be too slow though because the block will fall and hit your character with spikes if you stay under it. At CHECKPOINT 6 run across the cloud bridge. When you see clouds above be sure to jump on them. This higher level will house a worker that we will need in a second. Pick up the worker and continue across the clouds. At CHECKPOINT 7 we find the worker station. Place the worker here and they will create another cloud bridge. That gets us to a wheel of platforms that rotates counter clockwise when the target it hit. Hit the target a couple times to spin around to the stationary brown platform. We have another wheel that will rotate in the same direction. Hit the target a couple times to get the wheel to spin then jump on the platforms to reach CHECKPOINT 8. Stand on the red button spring to lift up to the rotating platforms. Ride the platforms around to the right being sure to leap at the well lit gears and you will arrive at the end. CHECKPOINT 9.

    Cloudy Daze, Phase 3

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Take the cloud bridge as it is constructed to a platform on the left side at the beginning
        • At checkpoint 2 move to the front of the screen and use the platforms on the lava to get the page
        • On a cloud platform between checkpoint 3 and 4.
        • Cloud path to the right of the first green box one platform before checkpoint 5.
        • Above a red spring button surrounded by lava after checkpoint 7
      • Idea Bulb (1)
        • At checkpoint 3 look for a cloud moving horizontally and at an angle vertically. At its apex you will find the bulb. Its best to have Sadness to ride the cloud.
    • All Balloons Collected: 300
    • Optimal Character - Sadness, lots of cloud platforming and it much easier to get the Idea Bulb

    Across the grassy platform we find a butterfly target and a cloud bridge. Hit the target and the bridge will slide to the right. Use the cloud bridge to cross the gap to the red "carpet" Fight off the two broccoli and arrive at CHECKPOINT 1. Run across the cloud sad take a right on to the tree branch platform. Follow the clouds to the next grassy platform. Use the disguise station to change into a Sadness costume. At CHECKPOINT 2 toss an orb at the butterfly target to make the cloud bridge turn. Stand on the small green platform and toss another orb at the distant butterfly target making the other side of the bridge straighten. Quickly return to the closest cloud bridge and it will return to its original position. Now we have a continuous bridge that leads us to the other side. At CHECKPOINT 3 cross the clouds to reach CHECKPOINT 4. Hit the butterfly target to make the cloud elevator move to the right. Jump on a cloud and use it as a stairway to the higher platform. Cross another cloud bridge to reach CHECKPOINT 5. We need the worker at the top of the ramp. Toss an orb at the butterfly target and the wind will begin to push the clouds. Pick up the worker and get on the clouds walking to the front and right side of the moving cloud platform. This should allow you to reach the grassy area with CHECKPOINT 6. Place the worker at the work station and clouds will be formed. Toss an orb at the target on the platform wheel and grab the memory. Jump on the cloud elevator and reach a grassy platform above the wheel to deliver the memory. A wall disappears revealing a butter fly target. Hit it and the wind will force the cloud elevator to move to the right. Use these cloud stairs to reach the next platform wheel. Drop to the lower left platform on the wheel and hit the target once. Now jump to the next platform and use the clouds to reach the grass. There are three broccoli on the platform after CHECKPOINT 7. Jump up and fight immediately or wait for their dizzy stun. Either way defeat them and proceed. CHECKPOINT 8 is just ahead. There are two butterfly targets with corresponding cloud platforms on the right and 1 butterfly target with a corresponding cloud platform on the left. You will want to go right, left, right in hitting the targets and jumping to the clouds in order to reach the other side. This platform is the end CHECKPOINT 9.

    Mental Notes, Phase 1

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Just before checkpoint 2 locate the green lever and the page is to the left of it protected by a broccoli
        • After checkpoint 2 the platform above the red switch that controls the rotating spike blocks
        • Use the moving colored platforms right before checkpoint 3 to reach an area high and to the left
        • Above the keyboard background at checkpoint 3, must used the rotating pink platforms to reach it
        • After delivering the first memory
      • Idea Bulb (1)
        • Above some red blocks accessed by pulling a red lever that controls the red blocks with spikes after checkpoint 2
    • All Balloons Collected: 250
    • Optimal Character - None

    Move to the right crossing over the yellow moving columns. Jump up to the area with the guitar in the back ground and pull the lever under the flower. This gets the blue platforms moving. Drop down and move under the lever and be ready for a broccoli fight. Move through CHECKPOINT 1 and fight the broccoli below. The blue lever controls the blue platforms and the red/pink lever controls the red/pink colored platforms. Move to the right and climb the straw. There will be broccoli in front of you and one above and to the left. Move forward to reach CHECKPOINT 2. Move over the green floor and pull the red lever. This controls the red blocks with spikes on the end. Make sure the red blocks stop with the spikes on the side and a safe landing point on the top. Jump over two blocks and use the third to reach a higher platform. Pull the green lever and the green floor will rise and drop. Use the apex to jump up to the grip bar on the side of the platform above. To the left will be a red spring button that will provide access to a red switch. Pull it and the red blocks begin to move again. Move across the red column block and onto some yellow moving blocks. Jump up and defeat a broccoli and walk through CHECKPOINT 3. Drop down twice and move across 2 sets of yellow moving blocks. Climb the straw and at the apex of the next set of green floor blocks jump up to get the memory. Carry it to the right and deliver it into the worker station. The tube will push the memory onto a platform above your location. Use the grips on the wall to climb up and the nearby platforms to reach the memory. Pick it up again and drop below to the memory machine to deliver it. Walk through CHECKPOINT 4. Proceed over some green moving floor panels to reach the next memory. Return to a worker station between some moving green floor panels and deliver it. The tube places the memory on a platform above. At the apex of the rising green floor jump to a grab bar on one of the above platforms. Follow the workstation tube to the right to locate the memory. Deliver it into the memory machine. Drop down and pass to CHECKPOINT 5 to end the mission.

    Mental Notes, Phase 2

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Back left corner accessible after pulling the levers to get the red and blue blocks moving, just climb the yellow pole along the back most wall
        • Above checkpoint 2, obtain it by move ing to the back wall and using the colored blocks to reach the platform
        • Above the pie cannons at checkpoint 4.
        • On the keyboard after checkpoint 5 be sure the green column is moving up and down
        • On the keyboard after checkpoint 5 be sure the blue column is moving up and down
      • Idea Bulb (1)
        • On the keyboard after checkpoint 5 be sure the blue column is moving up and down.
    • All Balloons Collected: 500
    • Optimal Character: None

    We start the level with two broccoli nearby. Defeat them the move to the lower level where the rock column with the red spring button is located. Pull the red and blue levers and watch as the blocks begin to move. Use these blocks to land on the keyboard. Pull the blue lever at a point when the spikes on the blocks ahead are on the side. Jump over each set of blocks to reach CHECKPOINT 1. Pull the green lever before the checkpoint and the red lever at the base of the key board. The green lever will cause platforms to extend on the wall while the red lever will make the red platforms stop moving. Retrieve the memory and return to the keyboard. Move down to the location of the broccoli and defeat it if you haven't already. Temporarily place the memory on the ground and pull the blue lever. This will cause the blue column next to the memory machine to move. Pick up the memory and use the column to reach the memory machine. To make the next part much easier pull the blue lever again when the spikes are on the sides of the blocks protruding form the wall.

    We have found CHECKPOINT 2. Drop below and pull the blue and red levers. This will cause the platforms at the back to move up and down. Use the blue, red, then green columns to reach the higher level. Here we find CHECKPOINT 3. Leap over and avoid the pies being shot from the wall. Walk toward the front of the screen and get on the moving green block. Ride it to the next platform and turn to the right side of the screen to arrive at CHECKPOINT 4. Stay aware of incoming pies. Use the red blue and green columns to reach the upper level. I adjusted the timing of their movement by using the switches. Red and blue were synchronized while green was moving the opposite direction. Leap over to the music note platform and pull the blue switch. The large blue blocks below will stop moving. Make sure the stop while retracted so we can cross the keyboard. Drop below to reach CHECKPOINT 5.

    Pull the red switch to stop the red blocks. Pulling the blue and green switches to make sure the blue and green columns are moving will allow you to retrieve some manual pages and a idea bulb. At the end of the keyboard pull we find CHECKPOINT 6. Defeat the broccoli ahead. Pull the red lever to move the red column. Drop below to pick up the worker. Move to the red column and rise to the work station. Place the worker at the work station at CHECKPOINT 7. Use the green and blue columns to reach a memory. Deliver the memory to the work station and it will take a tube to a distant platform. Use the yellow grips on the wall to continue to the right. Deliver the memory and gain access to the end CHECKPOINT 8.

    Mental Notes, Phase 3

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Above checkpoint 1, climb the yellow pipe
        • Move above checkpoint 1 then jump to the left and pull the red lever so that the red platform rotates until its horizontal. Once the platform is horizontal pull the lever again to prevent further rotation. Use the platforms to continue left until you get the manual page.
        • Before checkpoint two above the first line of red bricks that rotate with spikes. Make sure the green platform is on (raising and lowering). The switch is on the other side of the red spikes. Now make sure that the spikes are up. This means that the platform overhead will be flat. Ride the green platform up and jump to the left.
        • Above the wooden guitar that is in the back ground after passing through checkpoint 2 on the way to the second memory
        • Use the white platform to the left of checkpoint 3 to reach the page
      • Idea Bulb (1)
        • Use the disguise station to change to Anger, hit the red lever and move to the far right over all the lava to get the bulb
    • All Balloons Collected: 300
    • Optimal Character: Anger is needed for the Idea Bulb

    Move across the white rising columns and climb the yellow pipe. Pull the blue lever to get the blue platform to move. Use the blue platform to reach a memory machine and CHECKPOINT 1. Climb the yellow pipe and jump to the platform on the left. Pull the red lever so that the red platform will rotate to a horizontal position. Once its horizontal pull the lever again to prevent further movement. Climb the yellow tube and use the green and red platforms to reach the memory. Collect it and drop below. Deliver the memory at checkpoint 1 to continue. Pull the blue lever to get the rotating spike blocks to stop moving. They should be stopped so that the spikes are oriented in a way that allows the blocks to be used as platforms. Now pull another blue lever so that the tall columns will stop horizontally. Arrive at a red lever. Pull it so that the red block below will rotate making the spikes disappear. When there is safe walking ground stop the red block rotation by pulling the lever again. Pull the green lever to the the green platforms to move vertically. Use the green platform to move across the next row of spiky red blocks. Arrive at CHECKPOINT 2.

    Continue forward to find the next memory machine. Look for a blue lever before you get to the machine and pull it. Jump onto the platform above the machine. Use the green platform to rise up. Ride the blue platform to the left. Climb the yellow pipe and pull the red lever. The red platform will begin to move. Ride it to the memory and deliver it to the machine. The green floor ahead will raise and lower. Continue forward to find a green and blue lever. As the platforms above move toward each other pull one lever then the other so that the blue and green platforms are close to each other. Jump from green to blue to green to blue. At the top reach jump up to the green and blue platforms to reach CHECKPOINT 3. The platform above checkpoint 3 has a green and red lever. They control the platforms underneath the your position. Pull the red lever so that the red platform rotates. Stop the red platform when it is horizontal. Jump across the platforms to reach a disguise station. Jump up to the red lever and pull it. A red platform and column begin to move. Use the column to reach a higher point. Jump to the red horizontally moving platform. Jump up to the yellow bar where the blue lever is located. Jump on the blue then up to the platform with the yellow bar. Move across the green platform to a green lever. Pull the lever and the green platform will move up and down. Jump to the green platform and ride it to a memory station. Pull the blue lever. Use the green platform to reach the now vertically moving blue platform. Move to the red platform and reach the memory. Deliver it to the memory station. This leads us to the end CHECKPOINT 4.

    Ahead in the Clouds, Phase 1

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • At the beginning use the clouds to reach the higher platform with the two bulls, move to the far right and drop down to a lower platform with a couple of broccoli, its basically at the front right portion of the map
        • To the left of the first set of tree branch platforms, at the top of a castle tower, use the red spring button to reach a cloud, jump to a tower then use the tree branch platforms to get to the page
        • After checkpoint 4 move to the far right of the screen, there is a work station that is pushing out clouds toward the front of the screen. Ride these clouds to a grassy platform. Climb the cloud platforms located here to get the page.
        • To the left of the work station with the missing worker, destroy some debris then stand on the cloud to reveal a red button
        • To the left of the work station with the missing worker, use the tree branch platforms to access the top of the tower
      • Idea Bulb (1)
        • Above some clouds to the left of checkpoint 2, use disgust to obtain
    • All Balloons Collected: 400
    • Optimal Character: Sadness for simple completion due to all the cloud platforming (to get some of the collectibles anyone else so you can dissolve the clouds)

    Move to the right of the screen and fight off a couple broccoli. Use the clouds to reach the higher platform. More broccoli will come down the red carpet so fire some orbs to defeat them. Also, be aware of the two bulls that are on this grassy platform. Allow them to charge near a ledge then dodge roll out of the way and you will not have to deal with them any more. Follow the red carpet up to a spring button. It will raise you up to some clouds continue to the right and drop below. Here we encounter a new enemy, the monster from the movie Riley briefly saw while falling asleep. Use the orbs (R2) to defeat him and we are at CHECKPOINT 1.

    Ahead we have a series of cloud bridges. Above these bridges are rainbow tornadoes. The tornadoes are causing the clouds to dissolve. Once the tornado passes the clouds reappear. You will have to time your crossing to be somewhat behind a tornado so that the clouds are reappear as you follow it or run straight across the clouds ready to adjust your path in case of missing clouds. Once across use the red button to spring to the higher grassy area. Ahead we have another series of clouds that are being destroyed by rainbow tornadoes. Move straight ahead and stand on the column with the red spring button. Once in the air on the higher clouds move to the right. Beside CHECKPOINT 2 is a disguise station. Change into Anger and move to the left across the clouds. Defeat a couple monsters and grab the memory on the lava at the back of the screen. Deliver the memory into the machine beside the disguise station. Go up the green grassy ramp and use the clouds to reach the top of the column follow the cloud path to CHECKPOINT 3. Continue on the cloud path jumping onto each of the next few cloud platforms until reaching CHECKPOINT 4. Take the cloud path to the right being sure to avoid the rainbow tornado. Locate the worker creating the clouds and pick him up. Return to checkpoint 4 and take the cloud path to the back of the screen. Remember though while carrying the worker you cannot jump, so the cloud path will have to be intact. Arrive at CHECKPOINT 5. Watch out for the bull and take the red carpet up the ramp. Here we find a work station without a worker. It just so happens that we just picked up a worker. Place the worker at the station and a cloud bridge will be created. Pass over the mirror pond and arrive at the end CHECKPOINT 6.

    Ahead in the Clouds, Phase 2

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Above checkpoint 2, move through checkpoint 3 and place a worker on a cloud machine. At the top of the cloud elevator go left.
        • To the left of checkpoint 3 floating above a single dark cloud,
        • Below the worker we find after checkpoint 3
        • At the bottom level under the clouds after checkpoint 5
        • Area above the memory machine at the end of the level. Climb the top and go to the left its on top of the castle tower
      • Idea Bulb (1)
        • Pass by the unoccupied worker station at the beginning. To the far right is a cloud elevator. Drop down and move to the right of the elevator. Use the clouds to reach a red spring button to grab the bulb.
    • All Balloons Collected: 300
    • Optimal Character: Anyone but Sadness there are portions where cloud dissolving is necessary

    Shortly after beginning the level we come to a work station without a worker. Move as far right as you can go and drop down to the origin point for the cloud elevator. Continue to the left side of the screen and you will find the worker on a platform accessed by jumping on a series of clouds. Pick them up and return to the cloud elevator. Let it raise you to a red spring button. Use the button to get to the cloud bridges and continue left. There is one more button we will use to spring us to the area with the empty work station. Place the worker and use the cloud elevator to reach CHECKPOINT 1. Leap over the bull and watch for the dark clouds shooting down electricity. Use the small clouds at the end to jump up to the higher level. Move across the clouds walking to the left side of the screen. Defeat the monster and jump up the clouds next to the wall. To the left we find a memory. Pick it up and head to the right at the level we are at. The memory machine and CHECKPOINT 2 is beneath the stars ahead. Take the clouds across to CHECKPOINT 3. Defeat the broccoli and climb the straw. There is a worker station without a worker. Drop down and grab the worker below. Move to the left and dissolve a cloud to use a red spring button to regain access to the area with the unmanned worker station. Place the worker and ride the clouds up. Arrive at CHECKPOINT 4, and defeat the broccoli. Continue forward and cross over the clouds that go from light to dark. You will want to travel on the white non electric clouds to avoid damage. At the far end we fight a broccoli. Use the red spring button to reach CHECKPOINT 5 and the worker above. The rising clouds only leads to balloons. Pick up the worker and drop down. Use the red spring button no reach the clouds over head (when they are not stormy), then continue to the right. Place the worker at the work station. Ride the clouds up and move onto the wooden platform to retrieve the memory. Deliver the memory to reach the end CHECKPOINT 6.

    Ahead in the Clouds, Phase 3

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Before completely crossing the dissolving electric clouds at he beginning move to the right. Locate a red spring button in front of the area with the green bonus box the page is above the button
        • on the platform to the left of checkpoint 1 under a castle foot bridge
        • Pass by checkpoint 2 and cross two bridges. Defeat the monsters and use the clouds to reach a high cloud platform with the page
        • Above checkpoint 4 pick up the worker and spring to the high platform. Place the worker on the work station on the left and ride the clouds to the distant platform
        • On a platform to the left and above checkpoint 5 its near the first memory ball
      • Idea Bulb (1)
        • Above the last memory station before reaching the end checkpoint, requires Disgust either as the playable character or the disguise machine
    • All Balloons Collected: 350
    • Optimal Character: Sadness due to cloud platforming

    First thing is to destroy the broccoli to your left. Now move across the clouds that will have a wave of electricity. As the darkness approaches leap over the wave. Arrive at CHECKPOINT 1. Take the stone path up and around defeating a few broccoli along the way. Here we find CHECKPOINT 2. Cross the bridge and avoid the bull. Take the red carpet path and defat a monster and broccoli at CHECKPOINT 3. Cross the clouds ahead and go left to arrive at CHECKPOINT 4. Pick up the worker and go to the red spring button. Place the worker at the empty work station that will act as a transport for a memory ball. Drop below and head to the left to arrive at CHECKPOINT 5. Climb the straw and locate the memory nearby. Avoid the bull and pick up the memory. Move back across the stormy clouds and go to the left side of the screen. Spring back up to the memory tubes and place the memory. Drop to the stormy clouds and in the center locate the straw on the column and climb. Deliver the memory. Clouds appear above. Use the red spring button to reach the cloud and follow them to the end CHECKPOINT 6.

    A Sound Mind, Phase 1

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Jump on red spring button at checkpoint 2
        • Below some moving blue blocks after checkpoint 5
        • Above a bouncy block after checkpoint 6
        • Below checkpoint 7
        • Above green platform at checkpoint 9
      • Idea Bulb (1)
          • At the end of a conveyor belt below and to the left of checkpoint 9 use the disguise station to switch to Fear
    • All Balloons Collected: 200

    Move to the right across the moving floor columns. Ahead we find a red spring button unlike any other we have seen thus far. At times the button rotates to spikes. Only jump on the button when it is not spikes. The red lever beside the button needs to be activated to move the blocks impeding the path ahead. Don't worry about the bouncy block as long as you stand at the lever it will not hurt you. Move under the block and arrive at CHECKPOINT 1. The blue lever will cause the blue platform to move. You can make the jump without it moving. Either way move onto the tall red block and jump to the more stable platform ahead. The ground will temporarily have a wave of spikes. Do not be standing on it when the spikes appear. Instead leap over the wave. Jump up to the platform over head and pull the red lever when the red column is up. Use the red spring button to reach CHECKPOINT 2.

    Avoid the bouncy blocks and travel over the spiky wave floor to reach CHECKPOINT 3. Bounce up and pull the green lever. The green platforms will begin to move in and out. Use these platforms to reach the memory ahead. Once you have the memory continue forward. A large H will be moving back and forth. You can stand in the open gaps of the H and let it pass over you. Deliver the memory into the machine and the tubes will transport it to a platform. Activate CHECKPOINT 4. Pull the red lever to allow the floor columns to move up and down in a wave. The wave will allow you to reach the memory and then provide access to the machine. CHECKPOINT 5 is on the other side of the wall the machine makes disappear. Proceed forward and on the next red wavy column floor we see a round smiley face with spikes. Be sure to leap over the smiley face to get to CHECKPOINT 6. Defeat the broccoli. Use the spring button to reach the high moving green platform. Be sure to time it when its a button and not spikes.

    Avoid couple of smiley faces and arrive at CHECKPOINT 7. Avoid the constant supply of smiley faces as you move across the red wavy floor. Climb up to CHECKPOINT 8. There will be a giant H that will rotate your way. Use it as a platform to get across the lava. Jump up the moving columns to activate CHECKPOINT 9. Pull the green lever when the lower green platform is out. Now pull the blue lever and the two blue platforms will move in and out. Jump from blue to green to blue to reach CHECKPOINT 10. Here we have a large U approach us. Move to the edge of the lava and use it as a platform to cross the fiery floor. It will connect with an H. Cross over into the H and it will take you to safety. We end the level at CHECKPOINT 11.

    A Sound Mind, Phase 2

    • Description: Restore order to Imagination Land. Find and return all of the misplaced memories, and then locate the recall tube platform
    • Time Challenge: 7:00
    • Collectibles:
      • Manual Pages (5)
        • Take a right as soon as you reach the spiky floor. The page is on the green box on a platform on that side
        • On a red platform at the back of the area with the large hammers just before checkpoint 5. It will sometimes be disguised when the hammer is down
        • At the end of the tunnel with the spikes on the wall and the rolling spiky smily cylinders, after checkpoint 6
        • To the right side of checkpoint 9 avoid the blue clubs and its on a green bonus balloon box near a disguise station
        • To the right of checkpoint 10 where all the blocks platforms are moving
      • Idea Bulb (1)
        • to the left of checkpoint 9. Use the red spring button to reach the high platform then jump to the bulb
    • All Balloons Collected: 250
    • Optimal Character: Joy for ease of getting bulb but there is a disguise station nearby

    The first thing you will notice about this level is that the floor will change color and play music as you cross. Watch the floor with the holes in it. Waves of spikes will move across it. Jump as a wave approaches to safely reach the other side. There are three levers at CHECKPOINT 1. Pull the blue lever. Jump across the colored platforms to the next stable area. Climb up to CHECKPOINT 2. Don't get smashed by the giant hammers and arrive at CHECKPOINT 3. Pull the red lever when the red hammer is not on the green conveyor belt and it will not be a problem. Use the green conveyor belt to reach the other side being sure to avoid the large blue hammers. At CHECKPOINT 4 jump over to the red platforms while avoiding the blue hammer. Head to the back of the screen and do not get smashed. At the end of the hammer path we see CHECKPOINT 5.

    Avoid the waves of spikes in the floor with holes to reach CHECKPOINT 6. A memory station is ahead. Use the moving green platforms on the right to reach the memory protected by a broccoli. Once the memory is in the memory station the wall opens. There are smiley spikes rolling back and forth. Avoid them throughout the tunnel. Also take note of the sides of the tunnel. There will be waves of spikes that should not be touched either. On the other side of the tunnel we find CHECKPOINT 7. Pull the blue lever when the blue hammer is not on the walkway. Get on the green conveyor belt and follow the path forward avoiding the green hammers to get to CHECKPOINT 8. Here we see a blue club rotating around. This will damage your character if contacted. Avoid the clubs and head to the back where CHECKPOINT 9 is located. Avoid the blue clubs and watch for the red spring button to not be spiky. Use it to reach the high platform. Defeat a couple of broccoli and activate CHECKPOINT 10. Pull all the levers so that all of the colored platforms are moving. Make sure to pull them so they connect after a move. The blue and green should connect at the front and middle. The blue and red should connect at the end. Pick up the worker and move to across the platforms to the other side. Remember while carrying a worker you can not jump. That is why we need all the platforms moving. With the worker in place we have an elevator to the end CHECKPOINT 11.